Crappy pictures, links, reviews and random musings from my world of miniature war gaming

Sunday, 25 October 2015

Is this the most aggressive dwarf list you have ever seen?

My enjoyment of 8th edition has not been dulled by the attack that has been the Age of Sigmar and after re-reading the dwarf army book I was inspired to make a new list based on the fluff and new rules from this short lived army book.

Unlike most editions of the dwarf army books, the 8th edition seemed to emphasise that after many years of being on the back foot as one of the dying elder races, the dwarfs were reemerging to take back what was theirs.

The resolute (+1 strength on the charge) and shield wall (+1 to parry saves) rules and to a lesser extent ancestral grudge, plus the fluff pointing to the dwarfs taking the fight to their various assailants plus the new Strollaz rune (unit gains vanguard) meant I could put together a dwarf list that would overcome their short but stout legs. No longer would I have to be 24 inches away at the start of the game and rely on war machines to whittle the enemy down in preparation for their inevitable charge on me.

As you can see from the below list, every unit that can take the Strollaz rune takes it whilst the miners invest in a steam drill to help with those important ambush rolls. The only war machine is the gyrocopter that is upgraded to have the vanguard rule too.

Although I do not expect to get off the first charges, I do expect most of the units to survive a charge and then drive the enemy back ready for counter charges by me with the strength bonuses.

The characters all have their roll to play. The lord is with the longbeards and is tooled to survive most attacks with the bsb also there for magic defence alongside Bugman and his trusty booze to help out and regain wounds.

The rune smith is with the hammerers to protect flanks and/ or charge as their staying power is legendary.

The dragon slayer is with the slayers whose plan is to target and bait the big nasties to die in the most glorious manner possible.

The gyro is used to surge forward and where possible cause grief and whew possible disrupt enemy lines, steam burn war machine crews etc. Expectations are always low but they are useful for drawing out fanatics which I will talk about in my summary of the first game with this list.

The miners will disrupt the enemy from the sides or rear whilst the glorious dwarfs surge forward. What could go wrong?